attrib.c revision cdc920a0
1/* 2 * Mesa 3-D graphics library 3 * Version: 7.6 4 * 5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved. 6 * Copyright (C) 2009 VMware, Inc. All Rights Reserved. 7 * 8 * Permission is hereby granted, free of charge, to any person obtaining a 9 * copy of this software and associated documentation files (the "Software"), 10 * to deal in the Software without restriction, including without limitation 11 * the rights to use, copy, modify, merge, publish, distribute, sublicense, 12 * and/or sell copies of the Software, and to permit persons to whom the 13 * Software is furnished to do so, subject to the following conditions: 14 * 15 * The above copyright notice and this permission notice shall be included 16 * in all copies or substantial portions of the Software. 17 * 18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS 19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN 22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN 23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. 24 */ 25 26#include "glheader.h" 27#include "imports.h" 28#include "accum.h" 29#include "arrayobj.h" 30#include "attrib.h" 31#include "blend.h" 32#include "buffers.h" 33#include "bufferobj.h" 34#include "clear.h" 35#include "colormac.h" 36#include "context.h" 37#include "depth.h" 38#include "enable.h" 39#include "enums.h" 40#include "fog.h" 41#include "hint.h" 42#include "light.h" 43#include "lines.h" 44#include "matrix.h" 45#include "multisample.h" 46#include "points.h" 47#include "polygon.h" 48#include "scissor.h" 49#include "simple_list.h" 50#include "stencil.h" 51#include "texenv.h" 52#include "texgen.h" 53#include "texobj.h" 54#include "texparam.h" 55#include "texstate.h" 56#include "varray.h" 57#include "viewport.h" 58#include "mtypes.h" 59#include "main/dispatch.h" 60 61 62/** 63 * glEnable()/glDisable() attribute group (GL_ENABLE_BIT). 64 */ 65struct gl_enable_attrib 66{ 67 GLboolean AlphaTest; 68 GLboolean AutoNormal; 69 GLboolean Blend; 70 GLbitfield ClipPlanes; 71 GLboolean ColorMaterial; 72 GLboolean ColorTable[COLORTABLE_MAX]; 73 GLboolean Convolution1D; 74 GLboolean Convolution2D; 75 GLboolean Separable2D; 76 GLboolean CullFace; 77 GLboolean DepthClamp; 78 GLboolean DepthTest; 79 GLboolean Dither; 80 GLboolean Fog; 81 GLboolean Histogram; 82 GLboolean Light[MAX_LIGHTS]; 83 GLboolean Lighting; 84 GLboolean LineSmooth; 85 GLboolean LineStipple; 86 GLboolean IndexLogicOp; 87 GLboolean ColorLogicOp; 88 89 GLboolean Map1Color4; 90 GLboolean Map1Index; 91 GLboolean Map1Normal; 92 GLboolean Map1TextureCoord1; 93 GLboolean Map1TextureCoord2; 94 GLboolean Map1TextureCoord3; 95 GLboolean Map1TextureCoord4; 96 GLboolean Map1Vertex3; 97 GLboolean Map1Vertex4; 98 GLboolean Map1Attrib[16]; /* GL_NV_vertex_program */ 99 GLboolean Map2Color4; 100 GLboolean Map2Index; 101 GLboolean Map2Normal; 102 GLboolean Map2TextureCoord1; 103 GLboolean Map2TextureCoord2; 104 GLboolean Map2TextureCoord3; 105 GLboolean Map2TextureCoord4; 106 GLboolean Map2Vertex3; 107 GLboolean Map2Vertex4; 108 GLboolean Map2Attrib[16]; /* GL_NV_vertex_program */ 109 110 GLboolean MinMax; 111 GLboolean Normalize; 112 GLboolean PixelTexture; 113 GLboolean PointSmooth; 114 GLboolean PolygonOffsetPoint; 115 GLboolean PolygonOffsetLine; 116 GLboolean PolygonOffsetFill; 117 GLboolean PolygonSmooth; 118 GLboolean PolygonStipple; 119 GLboolean RescaleNormals; 120 GLboolean Scissor; 121 GLboolean Stencil; 122 GLboolean StencilTwoSide; /* GL_EXT_stencil_two_side */ 123 GLboolean MultisampleEnabled; /* GL_ARB_multisample */ 124 GLboolean SampleAlphaToCoverage; /* GL_ARB_multisample */ 125 GLboolean SampleAlphaToOne; /* GL_ARB_multisample */ 126 GLboolean SampleCoverage; /* GL_ARB_multisample */ 127 GLboolean SampleCoverageInvert; /* GL_ARB_multisample */ 128 GLboolean RasterPositionUnclipped; /* GL_IBM_rasterpos_clip */ 129 130 GLbitfield Texture[MAX_TEXTURE_UNITS]; 131 GLbitfield TexGen[MAX_TEXTURE_UNITS]; 132 133 /* SGI_texture_color_table */ 134 GLboolean TextureColorTable[MAX_TEXTURE_UNITS]; 135 136 /* GL_ARB_vertex_program / GL_NV_vertex_program */ 137 GLboolean VertexProgram; 138 GLboolean VertexProgramPointSize; 139 GLboolean VertexProgramTwoSide; 140 141 /* GL_ARB_point_sprite / GL_NV_point_sprite */ 142 GLboolean PointSprite; 143 GLboolean FragmentShaderATI; 144}; 145 146 147/** 148 * Node for the attribute stack. 149 */ 150struct gl_attrib_node 151{ 152 GLbitfield kind; 153 void *data; 154 struct gl_attrib_node *next; 155}; 156 157 158 159/** 160 * Special struct for saving/restoring texture state (GL_TEXTURE_BIT) 161 */ 162struct texture_state 163{ 164 struct gl_texture_attrib Texture; /**< The usual context state */ 165 166 /** to save per texture object state (wrap modes, filters, etc): */ 167 struct gl_texture_object SavedObj[MAX_TEXTURE_UNITS][NUM_TEXTURE_TARGETS]; 168 169 /** 170 * To save references to texture objects (so they don't get accidentally 171 * deleted while saved in the attribute stack). 172 */ 173 struct gl_texture_object *SavedTexRef[MAX_TEXTURE_UNITS][NUM_TEXTURE_TARGETS]; 174}; 175 176 177#if FEATURE_attrib_stack 178 179 180/** 181 * Allocate new attribute node of given type/kind. Attach payload data. 182 * Insert it into the linked list named by 'head'. 183 */ 184static void 185save_attrib_data(struct gl_attrib_node **head, 186 GLbitfield kind, void *payload) 187{ 188 struct gl_attrib_node *n = MALLOC_STRUCT(gl_attrib_node); 189 if (n) { 190 n->kind = kind; 191 n->data = payload; 192 /* insert at head */ 193 n->next = *head; 194 *head = n; 195 } 196 else { 197 /* out of memory! */ 198 } 199} 200 201 202void GLAPIENTRY 203_mesa_PushAttrib(GLbitfield mask) 204{ 205 struct gl_attrib_node *head; 206 207 GET_CURRENT_CONTEXT(ctx); 208 ASSERT_OUTSIDE_BEGIN_END(ctx); 209 210 if (MESA_VERBOSE & VERBOSE_API) 211 _mesa_debug(ctx, "glPushAttrib %x\n", (int) mask); 212 213 if (ctx->AttribStackDepth >= MAX_ATTRIB_STACK_DEPTH) { 214 _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushAttrib" ); 215 return; 216 } 217 218 /* Build linked list of attribute nodes which save all attribute */ 219 /* groups specified by the mask. */ 220 head = NULL; 221 222 if (mask & GL_ACCUM_BUFFER_BIT) { 223 struct gl_accum_attrib *attr; 224 attr = MALLOC_STRUCT( gl_accum_attrib ); 225 memcpy( attr, &ctx->Accum, sizeof(struct gl_accum_attrib) ); 226 save_attrib_data(&head, GL_ACCUM_BUFFER_BIT, attr); 227 } 228 229 if (mask & GL_COLOR_BUFFER_BIT) { 230 GLuint i; 231 struct gl_colorbuffer_attrib *attr; 232 attr = MALLOC_STRUCT( gl_colorbuffer_attrib ); 233 memcpy( attr, &ctx->Color, sizeof(struct gl_colorbuffer_attrib) ); 234 /* push the Draw FBO's DrawBuffer[] state, not ctx->Color.DrawBuffer[] */ 235 for (i = 0; i < ctx->Const.MaxDrawBuffers; i ++) 236 attr->DrawBuffer[i] = ctx->DrawBuffer->ColorDrawBuffer[i]; 237 save_attrib_data(&head, GL_COLOR_BUFFER_BIT, attr); 238 } 239 240 if (mask & GL_CURRENT_BIT) { 241 struct gl_current_attrib *attr; 242 FLUSH_CURRENT( ctx, 0 ); 243 attr = MALLOC_STRUCT( gl_current_attrib ); 244 memcpy( attr, &ctx->Current, sizeof(struct gl_current_attrib) ); 245 save_attrib_data(&head, GL_CURRENT_BIT, attr); 246 } 247 248 if (mask & GL_DEPTH_BUFFER_BIT) { 249 struct gl_depthbuffer_attrib *attr; 250 attr = MALLOC_STRUCT( gl_depthbuffer_attrib ); 251 memcpy( attr, &ctx->Depth, sizeof(struct gl_depthbuffer_attrib) ); 252 save_attrib_data(&head, GL_DEPTH_BUFFER_BIT, attr); 253 } 254 255 if (mask & GL_ENABLE_BIT) { 256 struct gl_enable_attrib *attr; 257 GLuint i; 258 attr = MALLOC_STRUCT( gl_enable_attrib ); 259 /* Copy enable flags from all other attributes into the enable struct. */ 260 attr->AlphaTest = ctx->Color.AlphaEnabled; 261 attr->AutoNormal = ctx->Eval.AutoNormal; 262 attr->Blend = ctx->Color.BlendEnabled; 263 attr->ClipPlanes = ctx->Transform.ClipPlanesEnabled; 264 attr->ColorMaterial = ctx->Light.ColorMaterialEnabled; 265 for (i = 0; i < COLORTABLE_MAX; i++) { 266 attr->ColorTable[i] = ctx->Pixel.ColorTableEnabled[i]; 267 } 268 attr->Convolution1D = ctx->Pixel.Convolution1DEnabled; 269 attr->Convolution2D = ctx->Pixel.Convolution2DEnabled; 270 attr->Separable2D = ctx->Pixel.Separable2DEnabled; 271 attr->CullFace = ctx->Polygon.CullFlag; 272 attr->DepthClamp = ctx->Transform.DepthClamp; 273 attr->DepthTest = ctx->Depth.Test; 274 attr->Dither = ctx->Color.DitherFlag; 275 attr->Fog = ctx->Fog.Enabled; 276 for (i = 0; i < ctx->Const.MaxLights; i++) { 277 attr->Light[i] = ctx->Light.Light[i].Enabled; 278 } 279 attr->Lighting = ctx->Light.Enabled; 280 attr->LineSmooth = ctx->Line.SmoothFlag; 281 attr->LineStipple = ctx->Line.StippleFlag; 282 attr->Histogram = ctx->Pixel.HistogramEnabled; 283 attr->MinMax = ctx->Pixel.MinMaxEnabled; 284 attr->IndexLogicOp = ctx->Color.IndexLogicOpEnabled; 285 attr->ColorLogicOp = ctx->Color.ColorLogicOpEnabled; 286 attr->Map1Color4 = ctx->Eval.Map1Color4; 287 attr->Map1Index = ctx->Eval.Map1Index; 288 attr->Map1Normal = ctx->Eval.Map1Normal; 289 attr->Map1TextureCoord1 = ctx->Eval.Map1TextureCoord1; 290 attr->Map1TextureCoord2 = ctx->Eval.Map1TextureCoord2; 291 attr->Map1TextureCoord3 = ctx->Eval.Map1TextureCoord3; 292 attr->Map1TextureCoord4 = ctx->Eval.Map1TextureCoord4; 293 attr->Map1Vertex3 = ctx->Eval.Map1Vertex3; 294 attr->Map1Vertex4 = ctx->Eval.Map1Vertex4; 295 memcpy(attr->Map1Attrib, ctx->Eval.Map1Attrib, sizeof(ctx->Eval.Map1Attrib)); 296 attr->Map2Color4 = ctx->Eval.Map2Color4; 297 attr->Map2Index = ctx->Eval.Map2Index; 298 attr->Map2Normal = ctx->Eval.Map2Normal; 299 attr->Map2TextureCoord1 = ctx->Eval.Map2TextureCoord1; 300 attr->Map2TextureCoord2 = ctx->Eval.Map2TextureCoord2; 301 attr->Map2TextureCoord3 = ctx->Eval.Map2TextureCoord3; 302 attr->Map2TextureCoord4 = ctx->Eval.Map2TextureCoord4; 303 attr->Map2Vertex3 = ctx->Eval.Map2Vertex3; 304 attr->Map2Vertex4 = ctx->Eval.Map2Vertex4; 305 memcpy(attr->Map2Attrib, ctx->Eval.Map2Attrib, sizeof(ctx->Eval.Map2Attrib)); 306 attr->Normalize = ctx->Transform.Normalize; 307 attr->RasterPositionUnclipped = ctx->Transform.RasterPositionUnclipped; 308 attr->PointSmooth = ctx->Point.SmoothFlag; 309 attr->PointSprite = ctx->Point.PointSprite; 310 attr->PolygonOffsetPoint = ctx->Polygon.OffsetPoint; 311 attr->PolygonOffsetLine = ctx->Polygon.OffsetLine; 312 attr->PolygonOffsetFill = ctx->Polygon.OffsetFill; 313 attr->PolygonSmooth = ctx->Polygon.SmoothFlag; 314 attr->PolygonStipple = ctx->Polygon.StippleFlag; 315 attr->RescaleNormals = ctx->Transform.RescaleNormals; 316 attr->Scissor = ctx->Scissor.Enabled; 317 attr->Stencil = ctx->Stencil.Enabled; 318 attr->StencilTwoSide = ctx->Stencil.TestTwoSide; 319 attr->MultisampleEnabled = ctx->Multisample.Enabled; 320 attr->SampleAlphaToCoverage = ctx->Multisample.SampleAlphaToCoverage; 321 attr->SampleAlphaToOne = ctx->Multisample.SampleAlphaToOne; 322 attr->SampleCoverage = ctx->Multisample.SampleCoverage; 323 attr->SampleCoverageInvert = ctx->Multisample.SampleCoverageInvert; 324 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) { 325 attr->Texture[i] = ctx->Texture.Unit[i].Enabled; 326 attr->TexGen[i] = ctx->Texture.Unit[i].TexGenEnabled; 327 attr->TextureColorTable[i] = ctx->Texture.Unit[i].ColorTableEnabled; 328 } 329 /* GL_NV_vertex_program */ 330 attr->VertexProgram = ctx->VertexProgram.Enabled; 331 attr->VertexProgramPointSize = ctx->VertexProgram.PointSizeEnabled; 332 attr->VertexProgramTwoSide = ctx->VertexProgram.TwoSideEnabled; 333 save_attrib_data(&head, GL_ENABLE_BIT, attr); 334 } 335 336 if (mask & GL_EVAL_BIT) { 337 struct gl_eval_attrib *attr; 338 attr = MALLOC_STRUCT( gl_eval_attrib ); 339 memcpy( attr, &ctx->Eval, sizeof(struct gl_eval_attrib) ); 340 save_attrib_data(&head, GL_EVAL_BIT, attr); 341 } 342 343 if (mask & GL_FOG_BIT) { 344 struct gl_fog_attrib *attr; 345 attr = MALLOC_STRUCT( gl_fog_attrib ); 346 memcpy( attr, &ctx->Fog, sizeof(struct gl_fog_attrib) ); 347 save_attrib_data(&head, GL_FOG_BIT, attr); 348 } 349 350 if (mask & GL_HINT_BIT) { 351 struct gl_hint_attrib *attr; 352 attr = MALLOC_STRUCT( gl_hint_attrib ); 353 memcpy( attr, &ctx->Hint, sizeof(struct gl_hint_attrib) ); 354 save_attrib_data(&head, GL_HINT_BIT, attr); 355 } 356 357 if (mask & GL_LIGHTING_BIT) { 358 struct gl_light_attrib *attr; 359 FLUSH_CURRENT(ctx, 0); /* flush material changes */ 360 attr = MALLOC_STRUCT( gl_light_attrib ); 361 memcpy( attr, &ctx->Light, sizeof(struct gl_light_attrib) ); 362 save_attrib_data(&head, GL_LIGHTING_BIT, attr); 363 } 364 365 if (mask & GL_LINE_BIT) { 366 struct gl_line_attrib *attr; 367 attr = MALLOC_STRUCT( gl_line_attrib ); 368 memcpy( attr, &ctx->Line, sizeof(struct gl_line_attrib) ); 369 save_attrib_data(&head, GL_LINE_BIT, attr); 370 } 371 372 if (mask & GL_LIST_BIT) { 373 struct gl_list_attrib *attr; 374 attr = MALLOC_STRUCT( gl_list_attrib ); 375 memcpy( attr, &ctx->List, sizeof(struct gl_list_attrib) ); 376 save_attrib_data(&head, GL_LIST_BIT, attr); 377 } 378 379 if (mask & GL_PIXEL_MODE_BIT) { 380 struct gl_pixel_attrib *attr; 381 attr = MALLOC_STRUCT( gl_pixel_attrib ); 382 memcpy( attr, &ctx->Pixel, sizeof(struct gl_pixel_attrib) ); 383 /* push the Read FBO's ReadBuffer state, not ctx->Pixel.ReadBuffer */ 384 attr->ReadBuffer = ctx->ReadBuffer->ColorReadBuffer; 385 save_attrib_data(&head, GL_PIXEL_MODE_BIT, attr); 386 } 387 388 if (mask & GL_POINT_BIT) { 389 struct gl_point_attrib *attr; 390 attr = MALLOC_STRUCT( gl_point_attrib ); 391 memcpy( attr, &ctx->Point, sizeof(struct gl_point_attrib) ); 392 save_attrib_data(&head, GL_POINT_BIT, attr); 393 } 394 395 if (mask & GL_POLYGON_BIT) { 396 struct gl_polygon_attrib *attr; 397 attr = MALLOC_STRUCT( gl_polygon_attrib ); 398 memcpy( attr, &ctx->Polygon, sizeof(struct gl_polygon_attrib) ); 399 save_attrib_data(&head, GL_POLYGON_BIT, attr); 400 } 401 402 if (mask & GL_POLYGON_STIPPLE_BIT) { 403 GLuint *stipple; 404 stipple = (GLuint *) MALLOC( 32*sizeof(GLuint) ); 405 memcpy( stipple, ctx->PolygonStipple, 32*sizeof(GLuint) ); 406 save_attrib_data(&head, GL_POLYGON_STIPPLE_BIT, stipple); 407 } 408 409 if (mask & GL_SCISSOR_BIT) { 410 struct gl_scissor_attrib *attr; 411 attr = MALLOC_STRUCT( gl_scissor_attrib ); 412 memcpy( attr, &ctx->Scissor, sizeof(struct gl_scissor_attrib) ); 413 save_attrib_data(&head, GL_SCISSOR_BIT, attr); 414 } 415 416 if (mask & GL_STENCIL_BUFFER_BIT) { 417 struct gl_stencil_attrib *attr; 418 attr = MALLOC_STRUCT( gl_stencil_attrib ); 419 memcpy( attr, &ctx->Stencil, sizeof(struct gl_stencil_attrib) ); 420 save_attrib_data(&head, GL_STENCIL_BUFFER_BIT, attr); 421 } 422 423 if (mask & GL_TEXTURE_BIT) { 424 struct texture_state *texstate = CALLOC_STRUCT(texture_state); 425 GLuint u, tex; 426 427 if (!texstate) { 428 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib(GL_TEXTURE_BIT)"); 429 goto end; 430 } 431 432 _mesa_lock_context_textures(ctx); 433 434 /* copy/save the bulk of texture state here */ 435 memcpy(&texstate->Texture, &ctx->Texture, sizeof(ctx->Texture)); 436 437 /* Save references to the currently bound texture objects so they don't 438 * accidentally get deleted while referenced in the attribute stack. 439 */ 440 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { 441 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) { 442 _mesa_reference_texobj(&texstate->SavedTexRef[u][tex], 443 ctx->Texture.Unit[u].CurrentTex[tex]); 444 } 445 } 446 447 /* copy state/contents of the currently bound texture objects */ 448 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { 449 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) { 450 _mesa_copy_texture_object(&texstate->SavedObj[u][tex], 451 ctx->Texture.Unit[u].CurrentTex[tex]); 452 } 453 } 454 455 _mesa_unlock_context_textures(ctx); 456 457 save_attrib_data(&head, GL_TEXTURE_BIT, texstate); 458 } 459 460 if (mask & GL_TRANSFORM_BIT) { 461 struct gl_transform_attrib *attr; 462 attr = MALLOC_STRUCT( gl_transform_attrib ); 463 memcpy( attr, &ctx->Transform, sizeof(struct gl_transform_attrib) ); 464 save_attrib_data(&head, GL_TRANSFORM_BIT, attr); 465 } 466 467 if (mask & GL_VIEWPORT_BIT) { 468 struct gl_viewport_attrib *attr; 469 attr = MALLOC_STRUCT( gl_viewport_attrib ); 470 memcpy( attr, &ctx->Viewport, sizeof(struct gl_viewport_attrib) ); 471 save_attrib_data(&head, GL_VIEWPORT_BIT, attr); 472 } 473 474 /* GL_ARB_multisample */ 475 if (mask & GL_MULTISAMPLE_BIT_ARB) { 476 struct gl_multisample_attrib *attr; 477 attr = MALLOC_STRUCT( gl_multisample_attrib ); 478 memcpy( attr, &ctx->Multisample, sizeof(struct gl_multisample_attrib) ); 479 save_attrib_data(&head, GL_MULTISAMPLE_BIT_ARB, attr); 480 } 481 482end: 483 ctx->AttribStack[ctx->AttribStackDepth] = head; 484 ctx->AttribStackDepth++; 485} 486 487 488 489static void 490pop_enable_group(GLcontext *ctx, const struct gl_enable_attrib *enable) 491{ 492 const GLuint curTexUnitSave = ctx->Texture.CurrentUnit; 493 GLuint i; 494 495#define TEST_AND_UPDATE(VALUE, NEWVALUE, ENUM) \ 496 if ((VALUE) != (NEWVALUE)) { \ 497 _mesa_set_enable( ctx, ENUM, (NEWVALUE) ); \ 498 } 499 500 TEST_AND_UPDATE(ctx->Color.AlphaEnabled, enable->AlphaTest, GL_ALPHA_TEST); 501 if (ctx->Color.BlendEnabled != enable->Blend) { 502 if (ctx->Extensions.EXT_draw_buffers2) { 503 GLuint i; 504 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) { 505 _mesa_set_enablei(ctx, GL_BLEND, i, (enable->Blend >> i) & 1); 506 } 507 } 508 else { 509 _mesa_set_enable(ctx, GL_BLEND, (enable->Blend & 1)); 510 } 511 } 512 513 for (i=0;i<MAX_CLIP_PLANES;i++) { 514 const GLuint mask = 1 << i; 515 if ((ctx->Transform.ClipPlanesEnabled & mask) != (enable->ClipPlanes & mask)) 516 _mesa_set_enable(ctx, (GLenum) (GL_CLIP_PLANE0 + i), 517 (GLboolean) ((enable->ClipPlanes & mask) ? GL_TRUE : GL_FALSE)); 518 } 519 520 TEST_AND_UPDATE(ctx->Light.ColorMaterialEnabled, enable->ColorMaterial, 521 GL_COLOR_MATERIAL); 522 TEST_AND_UPDATE(ctx->Pixel.ColorTableEnabled[COLORTABLE_PRECONVOLUTION], 523 enable->ColorTable[COLORTABLE_PRECONVOLUTION], 524 GL_COLOR_TABLE); 525 TEST_AND_UPDATE(ctx->Pixel.ColorTableEnabled[COLORTABLE_POSTCONVOLUTION], 526 enable->ColorTable[COLORTABLE_POSTCONVOLUTION], 527 GL_POST_CONVOLUTION_COLOR_TABLE); 528 TEST_AND_UPDATE(ctx->Pixel.ColorTableEnabled[COLORTABLE_POSTCOLORMATRIX], 529 enable->ColorTable[COLORTABLE_POSTCOLORMATRIX], 530 GL_POST_COLOR_MATRIX_COLOR_TABLE); 531 TEST_AND_UPDATE(ctx->Polygon.CullFlag, enable->CullFace, GL_CULL_FACE); 532 TEST_AND_UPDATE(ctx->Transform.DepthClamp, enable->DepthClamp, 533 GL_DEPTH_CLAMP); 534 TEST_AND_UPDATE(ctx->Depth.Test, enable->DepthTest, GL_DEPTH_TEST); 535 TEST_AND_UPDATE(ctx->Color.DitherFlag, enable->Dither, GL_DITHER); 536 TEST_AND_UPDATE(ctx->Pixel.Convolution1DEnabled, enable->Convolution1D, 537 GL_CONVOLUTION_1D); 538 TEST_AND_UPDATE(ctx->Pixel.Convolution2DEnabled, enable->Convolution2D, 539 GL_CONVOLUTION_2D); 540 TEST_AND_UPDATE(ctx->Pixel.Separable2DEnabled, enable->Separable2D, 541 GL_SEPARABLE_2D); 542 TEST_AND_UPDATE(ctx->Fog.Enabled, enable->Fog, GL_FOG); 543 TEST_AND_UPDATE(ctx->Light.Enabled, enable->Lighting, GL_LIGHTING); 544 TEST_AND_UPDATE(ctx->Line.SmoothFlag, enable->LineSmooth, GL_LINE_SMOOTH); 545 TEST_AND_UPDATE(ctx->Line.StippleFlag, enable->LineStipple, 546 GL_LINE_STIPPLE); 547 TEST_AND_UPDATE(ctx->Color.IndexLogicOpEnabled, enable->IndexLogicOp, 548 GL_INDEX_LOGIC_OP); 549 TEST_AND_UPDATE(ctx->Color.ColorLogicOpEnabled, enable->ColorLogicOp, 550 GL_COLOR_LOGIC_OP); 551 552 TEST_AND_UPDATE(ctx->Eval.Map1Color4, enable->Map1Color4, GL_MAP1_COLOR_4); 553 TEST_AND_UPDATE(ctx->Eval.Map1Index, enable->Map1Index, GL_MAP1_INDEX); 554 TEST_AND_UPDATE(ctx->Eval.Map1Normal, enable->Map1Normal, GL_MAP1_NORMAL); 555 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord1, enable->Map1TextureCoord1, 556 GL_MAP1_TEXTURE_COORD_1); 557 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord2, enable->Map1TextureCoord2, 558 GL_MAP1_TEXTURE_COORD_2); 559 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord3, enable->Map1TextureCoord3, 560 GL_MAP1_TEXTURE_COORD_3); 561 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord4, enable->Map1TextureCoord4, 562 GL_MAP1_TEXTURE_COORD_4); 563 TEST_AND_UPDATE(ctx->Eval.Map1Vertex3, enable->Map1Vertex3, 564 GL_MAP1_VERTEX_3); 565 TEST_AND_UPDATE(ctx->Eval.Map1Vertex4, enable->Map1Vertex4, 566 GL_MAP1_VERTEX_4); 567 for (i = 0; i < 16; i++) { 568 TEST_AND_UPDATE(ctx->Eval.Map1Attrib[i], enable->Map1Attrib[i], 569 GL_MAP1_VERTEX_ATTRIB0_4_NV + i); 570 } 571 572 TEST_AND_UPDATE(ctx->Eval.Map2Color4, enable->Map2Color4, GL_MAP2_COLOR_4); 573 TEST_AND_UPDATE(ctx->Eval.Map2Index, enable->Map2Index, GL_MAP2_INDEX); 574 TEST_AND_UPDATE(ctx->Eval.Map2Normal, enable->Map2Normal, GL_MAP2_NORMAL); 575 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord1, enable->Map2TextureCoord1, 576 GL_MAP2_TEXTURE_COORD_1); 577 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord2, enable->Map2TextureCoord2, 578 GL_MAP2_TEXTURE_COORD_2); 579 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord3, enable->Map2TextureCoord3, 580 GL_MAP2_TEXTURE_COORD_3); 581 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord4, enable->Map2TextureCoord4, 582 GL_MAP2_TEXTURE_COORD_4); 583 TEST_AND_UPDATE(ctx->Eval.Map2Vertex3, enable->Map2Vertex3, 584 GL_MAP2_VERTEX_3); 585 TEST_AND_UPDATE(ctx->Eval.Map2Vertex4, enable->Map2Vertex4, 586 GL_MAP2_VERTEX_4); 587 for (i = 0; i < 16; i++) { 588 TEST_AND_UPDATE(ctx->Eval.Map2Attrib[i], enable->Map2Attrib[i], 589 GL_MAP2_VERTEX_ATTRIB0_4_NV + i); 590 } 591 592 TEST_AND_UPDATE(ctx->Eval.AutoNormal, enable->AutoNormal, GL_AUTO_NORMAL); 593 TEST_AND_UPDATE(ctx->Transform.Normalize, enable->Normalize, GL_NORMALIZE); 594 TEST_AND_UPDATE(ctx->Transform.RescaleNormals, enable->RescaleNormals, 595 GL_RESCALE_NORMAL_EXT); 596 TEST_AND_UPDATE(ctx->Transform.RasterPositionUnclipped, 597 enable->RasterPositionUnclipped, 598 GL_RASTER_POSITION_UNCLIPPED_IBM); 599 TEST_AND_UPDATE(ctx->Point.SmoothFlag, enable->PointSmooth, 600 GL_POINT_SMOOTH); 601 if (ctx->Extensions.NV_point_sprite || ctx->Extensions.ARB_point_sprite) { 602 TEST_AND_UPDATE(ctx->Point.PointSprite, enable->PointSprite, 603 GL_POINT_SPRITE_NV); 604 } 605 TEST_AND_UPDATE(ctx->Polygon.OffsetPoint, enable->PolygonOffsetPoint, 606 GL_POLYGON_OFFSET_POINT); 607 TEST_AND_UPDATE(ctx->Polygon.OffsetLine, enable->PolygonOffsetLine, 608 GL_POLYGON_OFFSET_LINE); 609 TEST_AND_UPDATE(ctx->Polygon.OffsetFill, enable->PolygonOffsetFill, 610 GL_POLYGON_OFFSET_FILL); 611 TEST_AND_UPDATE(ctx->Polygon.SmoothFlag, enable->PolygonSmooth, 612 GL_POLYGON_SMOOTH); 613 TEST_AND_UPDATE(ctx->Polygon.StippleFlag, enable->PolygonStipple, 614 GL_POLYGON_STIPPLE); 615 TEST_AND_UPDATE(ctx->Scissor.Enabled, enable->Scissor, GL_SCISSOR_TEST); 616 TEST_AND_UPDATE(ctx->Stencil.Enabled, enable->Stencil, GL_STENCIL_TEST); 617 if (ctx->Extensions.EXT_stencil_two_side) { 618 TEST_AND_UPDATE(ctx->Stencil.TestTwoSide, enable->StencilTwoSide, GL_STENCIL_TEST_TWO_SIDE_EXT); 619 } 620 TEST_AND_UPDATE(ctx->Multisample.Enabled, enable->MultisampleEnabled, 621 GL_MULTISAMPLE_ARB); 622 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToCoverage, 623 enable->SampleAlphaToCoverage, 624 GL_SAMPLE_ALPHA_TO_COVERAGE_ARB); 625 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToOne, 626 enable->SampleAlphaToOne, 627 GL_SAMPLE_ALPHA_TO_ONE_ARB); 628 TEST_AND_UPDATE(ctx->Multisample.SampleCoverage, 629 enable->SampleCoverage, 630 GL_SAMPLE_COVERAGE_ARB); 631 TEST_AND_UPDATE(ctx->Multisample.SampleCoverageInvert, 632 enable->SampleCoverageInvert, 633 GL_SAMPLE_COVERAGE_INVERT_ARB); 634 /* GL_ARB_vertex_program, GL_NV_vertex_program */ 635 TEST_AND_UPDATE(ctx->VertexProgram.Enabled, 636 enable->VertexProgram, 637 GL_VERTEX_PROGRAM_ARB); 638 TEST_AND_UPDATE(ctx->VertexProgram.PointSizeEnabled, 639 enable->VertexProgramPointSize, 640 GL_VERTEX_PROGRAM_POINT_SIZE_ARB); 641 TEST_AND_UPDATE(ctx->VertexProgram.TwoSideEnabled, 642 enable->VertexProgramTwoSide, 643 GL_VERTEX_PROGRAM_TWO_SIDE_ARB); 644 645#undef TEST_AND_UPDATE 646 647 /* texture unit enables */ 648 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) { 649 const GLbitfield enabled = enable->Texture[i]; 650 const GLbitfield genEnabled = enable->TexGen[i]; 651 652 if (ctx->Texture.Unit[i].Enabled != enabled) { 653 _mesa_ActiveTextureARB(GL_TEXTURE0 + i); 654 655 _mesa_set_enable(ctx, GL_TEXTURE_1D, 656 (enabled & TEXTURE_1D_BIT) ? GL_TRUE : GL_FALSE); 657 _mesa_set_enable(ctx, GL_TEXTURE_2D, 658 (enabled & TEXTURE_2D_BIT) ? GL_TRUE : GL_FALSE); 659 _mesa_set_enable(ctx, GL_TEXTURE_3D, 660 (enabled & TEXTURE_3D_BIT) ? GL_TRUE : GL_FALSE); 661 if (ctx->Extensions.NV_texture_rectangle) { 662 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_ARB, 663 (enabled & TEXTURE_RECT_BIT) ? GL_TRUE : GL_FALSE); 664 } 665 if (ctx->Extensions.ARB_texture_cube_map) { 666 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP, 667 (enabled & TEXTURE_CUBE_BIT) ? GL_TRUE : GL_FALSE); 668 } 669 if (ctx->Extensions.MESA_texture_array) { 670 _mesa_set_enable(ctx, GL_TEXTURE_1D_ARRAY_EXT, 671 (enabled & TEXTURE_1D_ARRAY_BIT) ? GL_TRUE : GL_FALSE); 672 _mesa_set_enable(ctx, GL_TEXTURE_2D_ARRAY_EXT, 673 (enabled & TEXTURE_2D_ARRAY_BIT) ? GL_TRUE : GL_FALSE); 674 } 675 } 676 677 if (ctx->Texture.Unit[i].TexGenEnabled != genEnabled) { 678 _mesa_ActiveTextureARB(GL_TEXTURE0 + i); 679 _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, 680 (genEnabled & S_BIT) ? GL_TRUE : GL_FALSE); 681 _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, 682 (genEnabled & T_BIT) ? GL_TRUE : GL_FALSE); 683 _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, 684 (genEnabled & R_BIT) ? GL_TRUE : GL_FALSE); 685 _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, 686 (genEnabled & Q_BIT) ? GL_TRUE : GL_FALSE); 687 } 688 689 /* GL_SGI_texture_color_table */ 690 ctx->Texture.Unit[i].ColorTableEnabled = enable->TextureColorTable[i]; 691 } 692 693 _mesa_ActiveTextureARB(GL_TEXTURE0 + curTexUnitSave); 694} 695 696 697/** 698 * Pop/restore texture attribute/group state. 699 */ 700static void 701pop_texture_group(GLcontext *ctx, struct texture_state *texstate) 702{ 703 GLuint u; 704 705 _mesa_lock_context_textures(ctx); 706 707 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { 708 const struct gl_texture_unit *unit = &texstate->Texture.Unit[u]; 709 GLuint tgt; 710 711 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + u); 712 _mesa_set_enable(ctx, GL_TEXTURE_1D, 713 (unit->Enabled & TEXTURE_1D_BIT) ? GL_TRUE : GL_FALSE); 714 _mesa_set_enable(ctx, GL_TEXTURE_2D, 715 (unit->Enabled & TEXTURE_2D_BIT) ? GL_TRUE : GL_FALSE); 716 _mesa_set_enable(ctx, GL_TEXTURE_3D, 717 (unit->Enabled & TEXTURE_3D_BIT) ? GL_TRUE : GL_FALSE); 718 if (ctx->Extensions.ARB_texture_cube_map) { 719 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP_ARB, 720 (unit->Enabled & TEXTURE_CUBE_BIT) ? GL_TRUE : GL_FALSE); 721 } 722 if (ctx->Extensions.NV_texture_rectangle) { 723 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_NV, 724 (unit->Enabled & TEXTURE_RECT_BIT) ? GL_TRUE : GL_FALSE); 725 } 726 if (ctx->Extensions.MESA_texture_array) { 727 _mesa_set_enable(ctx, GL_TEXTURE_1D_ARRAY_EXT, 728 (unit->Enabled & TEXTURE_1D_ARRAY_BIT) ? GL_TRUE : GL_FALSE); 729 _mesa_set_enable(ctx, GL_TEXTURE_2D_ARRAY_EXT, 730 (unit->Enabled & TEXTURE_2D_ARRAY_BIT) ? GL_TRUE : GL_FALSE); 731 } 732 733 if (ctx->Extensions.SGI_texture_color_table) { 734 _mesa_set_enable(ctx, GL_TEXTURE_COLOR_TABLE_SGI, 735 unit->ColorTableEnabled); 736 } 737 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->EnvMode); 738 _mesa_TexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, unit->EnvColor); 739 _mesa_TexGeni(GL_S, GL_TEXTURE_GEN_MODE, unit->GenS.Mode); 740 _mesa_TexGeni(GL_T, GL_TEXTURE_GEN_MODE, unit->GenT.Mode); 741 _mesa_TexGeni(GL_R, GL_TEXTURE_GEN_MODE, unit->GenR.Mode); 742 _mesa_TexGeni(GL_Q, GL_TEXTURE_GEN_MODE, unit->GenQ.Mode); 743 _mesa_TexGenfv(GL_S, GL_OBJECT_PLANE, unit->GenS.ObjectPlane); 744 _mesa_TexGenfv(GL_T, GL_OBJECT_PLANE, unit->GenT.ObjectPlane); 745 _mesa_TexGenfv(GL_R, GL_OBJECT_PLANE, unit->GenR.ObjectPlane); 746 _mesa_TexGenfv(GL_Q, GL_OBJECT_PLANE, unit->GenQ.ObjectPlane); 747 /* Eye plane done differently to avoid re-transformation */ 748 { 749 struct gl_texture_unit *destUnit = &ctx->Texture.Unit[u]; 750 COPY_4FV(destUnit->GenS.EyePlane, unit->GenS.EyePlane); 751 COPY_4FV(destUnit->GenT.EyePlane, unit->GenT.EyePlane); 752 COPY_4FV(destUnit->GenR.EyePlane, unit->GenR.EyePlane); 753 COPY_4FV(destUnit->GenQ.EyePlane, unit->GenQ.EyePlane); 754 if (ctx->Driver.TexGen) { 755 ctx->Driver.TexGen(ctx, GL_S, GL_EYE_PLANE, unit->GenS.EyePlane); 756 ctx->Driver.TexGen(ctx, GL_T, GL_EYE_PLANE, unit->GenT.EyePlane); 757 ctx->Driver.TexGen(ctx, GL_R, GL_EYE_PLANE, unit->GenR.EyePlane); 758 ctx->Driver.TexGen(ctx, GL_Q, GL_EYE_PLANE, unit->GenQ.EyePlane); 759 } 760 } 761 _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, 762 ((unit->TexGenEnabled & S_BIT) ? GL_TRUE : GL_FALSE)); 763 _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, 764 ((unit->TexGenEnabled & T_BIT) ? GL_TRUE : GL_FALSE)); 765 _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, 766 ((unit->TexGenEnabled & R_BIT) ? GL_TRUE : GL_FALSE)); 767 _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, 768 ((unit->TexGenEnabled & Q_BIT) ? GL_TRUE : GL_FALSE)); 769 if (ctx->Extensions.EXT_texture_lod_bias) { 770 _mesa_TexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, 771 GL_TEXTURE_LOD_BIAS_EXT, unit->LodBias); 772 } 773 if (ctx->Extensions.EXT_texture_env_combine || 774 ctx->Extensions.ARB_texture_env_combine) { 775 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, 776 unit->Combine.ModeRGB); 777 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, 778 unit->Combine.ModeA); 779 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, 780 unit->Combine.SourceRGB[0]); 781 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, 782 unit->Combine.SourceRGB[1]); 783 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB, 784 unit->Combine.SourceRGB[2]); 785 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, 786 unit->Combine.SourceA[0]); 787 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, 788 unit->Combine.SourceA[1]); 789 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA, 790 unit->Combine.SourceA[2]); 791 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, 792 unit->Combine.OperandRGB[0]); 793 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, 794 unit->Combine.OperandRGB[1]); 795 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, 796 unit->Combine.OperandRGB[2]); 797 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, 798 unit->Combine.OperandA[0]); 799 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, 800 unit->Combine.OperandA[1]); 801 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA, 802 unit->Combine.OperandA[2]); 803 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE, 804 1 << unit->Combine.ScaleShiftRGB); 805 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 806 1 << unit->Combine.ScaleShiftA); 807 } 808 809 /* Restore texture object state for each target */ 810 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) { 811 const struct gl_texture_object *obj = NULL; 812 GLenum target; 813 814 obj = &texstate->SavedObj[u][tgt]; 815 816 /* don't restore state for unsupported targets to prevent 817 * raising GL errors. 818 */ 819 if (obj->Target == GL_TEXTURE_CUBE_MAP_ARB && 820 !ctx->Extensions.ARB_texture_cube_map) { 821 continue; 822 } 823 else if (obj->Target == GL_TEXTURE_RECTANGLE_NV && 824 !ctx->Extensions.NV_texture_rectangle) { 825 continue; 826 } 827 else if ((obj->Target == GL_TEXTURE_1D_ARRAY_EXT || 828 obj->Target == GL_TEXTURE_2D_ARRAY_EXT) && 829 !ctx->Extensions.MESA_texture_array) { 830 continue; 831 } 832 833 target = obj->Target; 834 835 _mesa_BindTexture(target, obj->Name); 836 837 _mesa_TexParameterfv(target, GL_TEXTURE_BORDER_COLOR, obj->BorderColor.f); 838 _mesa_TexParameterf(target, GL_TEXTURE_PRIORITY, obj->Priority); 839 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, obj->WrapS); 840 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, obj->WrapT); 841 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_R, obj->WrapR); 842 _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, obj->MinFilter); 843 _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, obj->MagFilter); 844 _mesa_TexParameterf(target, GL_TEXTURE_MIN_LOD, obj->MinLod); 845 _mesa_TexParameterf(target, GL_TEXTURE_MAX_LOD, obj->MaxLod); 846 _mesa_TexParameterf(target, GL_TEXTURE_LOD_BIAS, obj->LodBias); 847 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, obj->BaseLevel); 848 if (target != GL_TEXTURE_RECTANGLE_ARB) 849 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, obj->MaxLevel); 850 if (ctx->Extensions.EXT_texture_filter_anisotropic) { 851 _mesa_TexParameterf(target, GL_TEXTURE_MAX_ANISOTROPY_EXT, 852 obj->MaxAnisotropy); 853 } 854 if (ctx->Extensions.ARB_shadow_ambient) { 855 _mesa_TexParameterf(target, GL_TEXTURE_COMPARE_FAIL_VALUE_ARB, 856 obj->CompareFailValue); 857 } 858 } 859 860 /* remove saved references to the texture objects */ 861 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) { 862 _mesa_reference_texobj(&texstate->SavedTexRef[u][tgt], NULL); 863 } 864 } 865 866 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + texstate->Texture.CurrentUnit); 867 868 _mesa_unlock_context_textures(ctx); 869} 870 871 872/* 873 * This function is kind of long just because we have to call a lot 874 * of device driver functions to update device driver state. 875 * 876 * XXX As it is now, most of the pop-code calls immediate-mode Mesa functions 877 * in order to restore GL state. This isn't terribly efficient but it 878 * ensures that dirty flags and any derived state gets updated correctly. 879 * We could at least check if the value to restore equals the current value 880 * and then skip the Mesa call. 881 */ 882void GLAPIENTRY 883_mesa_PopAttrib(void) 884{ 885 struct gl_attrib_node *attr, *next; 886 GET_CURRENT_CONTEXT(ctx); 887 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); 888 889 if (ctx->AttribStackDepth == 0) { 890 _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopAttrib" ); 891 return; 892 } 893 894 ctx->AttribStackDepth--; 895 attr = ctx->AttribStack[ctx->AttribStackDepth]; 896 897 while (attr) { 898 899 if (MESA_VERBOSE & VERBOSE_API) { 900 _mesa_debug(ctx, "glPopAttrib %s\n", 901 _mesa_lookup_enum_by_nr(attr->kind)); 902 } 903 904 switch (attr->kind) { 905 case GL_ACCUM_BUFFER_BIT: 906 { 907 const struct gl_accum_attrib *accum; 908 accum = (const struct gl_accum_attrib *) attr->data; 909 _mesa_ClearAccum(accum->ClearColor[0], 910 accum->ClearColor[1], 911 accum->ClearColor[2], 912 accum->ClearColor[3]); 913 } 914 break; 915 case GL_COLOR_BUFFER_BIT: 916 { 917 const struct gl_colorbuffer_attrib *color; 918 919 color = (const struct gl_colorbuffer_attrib *) attr->data; 920 _mesa_ClearIndex((GLfloat) color->ClearIndex); 921 _mesa_ClearColor(color->ClearColor[0], 922 color->ClearColor[1], 923 color->ClearColor[2], 924 color->ClearColor[3]); 925 _mesa_IndexMask(color->IndexMask); 926 if (!ctx->Extensions.EXT_draw_buffers2) { 927 _mesa_ColorMask((GLboolean) (color->ColorMask[0][0] != 0), 928 (GLboolean) (color->ColorMask[0][1] != 0), 929 (GLboolean) (color->ColorMask[0][2] != 0), 930 (GLboolean) (color->ColorMask[0][3] != 0)); 931 } 932 else { 933 GLuint i; 934 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) { 935 _mesa_ColorMaskIndexed(i, 936 (GLboolean) (color->ColorMask[i][0] != 0), 937 (GLboolean) (color->ColorMask[i][1] != 0), 938 (GLboolean) (color->ColorMask[i][2] != 0), 939 (GLboolean) (color->ColorMask[i][3] != 0)); 940 } 941 } 942 { 943 /* Need to determine if more than one color output is 944 * specified. If so, call glDrawBuffersARB, else call 945 * glDrawBuffer(). This is a subtle, but essential point 946 * since GL_FRONT (for example) is illegal for the former 947 * function, but legal for the later. 948 */ 949 GLboolean multipleBuffers = GL_FALSE; 950 GLuint i; 951 952 for (i = 1; i < ctx->Const.MaxDrawBuffers; i++) { 953 if (color->DrawBuffer[i] != GL_NONE) { 954 multipleBuffers = GL_TRUE; 955 break; 956 } 957 } 958 /* Call the API_level functions, not _mesa_drawbuffers() 959 * since we need to do error checking on the pop'd 960 * GL_DRAW_BUFFER. 961 * Ex: if GL_FRONT were pushed, but we're popping with a 962 * user FBO bound, GL_FRONT will be illegal and we'll need 963 * to record that error. Per OpenGL ARB decision. 964 */ 965 if (multipleBuffers) 966 _mesa_DrawBuffersARB(ctx->Const.MaxDrawBuffers, 967 color->DrawBuffer); 968 else 969 _mesa_DrawBuffer(color->DrawBuffer[0]); 970 } 971 _mesa_set_enable(ctx, GL_ALPHA_TEST, color->AlphaEnabled); 972 _mesa_AlphaFunc(color->AlphaFunc, color->AlphaRef); 973 if (ctx->Color.BlendEnabled != color->BlendEnabled) { 974 if (ctx->Extensions.EXT_draw_buffers2) { 975 GLuint i; 976 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) { 977 _mesa_set_enablei(ctx, GL_BLEND, i, 978 (color->BlendEnabled >> i) & 1); 979 } 980 } 981 else { 982 _mesa_set_enable(ctx, GL_BLEND, (color->BlendEnabled & 1)); 983 } 984 } 985 _mesa_BlendFuncSeparateEXT(color->BlendSrcRGB, 986 color->BlendDstRGB, 987 color->BlendSrcA, 988 color->BlendDstA); 989 /* This special case is because glBlendEquationSeparateEXT 990 * cannot take GL_LOGIC_OP as a parameter. 991 */ 992 if ( color->BlendEquationRGB == color->BlendEquationA ) { 993 _mesa_BlendEquation(color->BlendEquationRGB); 994 } 995 else { 996 _mesa_BlendEquationSeparateEXT(color->BlendEquationRGB, 997 color->BlendEquationA); 998 } 999 _mesa_BlendColor(color->BlendColor[0], 1000 color->BlendColor[1], 1001 color->BlendColor[2], 1002 color->BlendColor[3]); 1003 _mesa_LogicOp(color->LogicOp); 1004 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, 1005 color->ColorLogicOpEnabled); 1006 _mesa_set_enable(ctx, GL_INDEX_LOGIC_OP, 1007 color->IndexLogicOpEnabled); 1008 _mesa_set_enable(ctx, GL_DITHER, color->DitherFlag); 1009 } 1010 break; 1011 case GL_CURRENT_BIT: 1012 FLUSH_CURRENT( ctx, 0 ); 1013 memcpy( &ctx->Current, attr->data, 1014 sizeof(struct gl_current_attrib) ); 1015 break; 1016 case GL_DEPTH_BUFFER_BIT: 1017 { 1018 const struct gl_depthbuffer_attrib *depth; 1019 depth = (const struct gl_depthbuffer_attrib *) attr->data; 1020 _mesa_DepthFunc(depth->Func); 1021 _mesa_ClearDepth(depth->Clear); 1022 _mesa_set_enable(ctx, GL_DEPTH_TEST, depth->Test); 1023 _mesa_DepthMask(depth->Mask); 1024 } 1025 break; 1026 case GL_ENABLE_BIT: 1027 { 1028 const struct gl_enable_attrib *enable; 1029 enable = (const struct gl_enable_attrib *) attr->data; 1030 pop_enable_group(ctx, enable); 1031 ctx->NewState |= _NEW_ALL; 1032 } 1033 break; 1034 case GL_EVAL_BIT: 1035 memcpy( &ctx->Eval, attr->data, sizeof(struct gl_eval_attrib) ); 1036 ctx->NewState |= _NEW_EVAL; 1037 break; 1038 case GL_FOG_BIT: 1039 { 1040 const struct gl_fog_attrib *fog; 1041 fog = (const struct gl_fog_attrib *) attr->data; 1042 _mesa_set_enable(ctx, GL_FOG, fog->Enabled); 1043 _mesa_Fogfv(GL_FOG_COLOR, fog->Color); 1044 _mesa_Fogf(GL_FOG_DENSITY, fog->Density); 1045 _mesa_Fogf(GL_FOG_START, fog->Start); 1046 _mesa_Fogf(GL_FOG_END, fog->End); 1047 _mesa_Fogf(GL_FOG_INDEX, fog->Index); 1048 _mesa_Fogi(GL_FOG_MODE, fog->Mode); 1049 } 1050 break; 1051 case GL_HINT_BIT: 1052 { 1053 const struct gl_hint_attrib *hint; 1054 hint = (const struct gl_hint_attrib *) attr->data; 1055 _mesa_Hint(GL_PERSPECTIVE_CORRECTION_HINT, 1056 hint->PerspectiveCorrection ); 1057 _mesa_Hint(GL_POINT_SMOOTH_HINT, hint->PointSmooth); 1058 _mesa_Hint(GL_LINE_SMOOTH_HINT, hint->LineSmooth); 1059 _mesa_Hint(GL_POLYGON_SMOOTH_HINT, hint->PolygonSmooth); 1060 _mesa_Hint(GL_FOG_HINT, hint->Fog); 1061 _mesa_Hint(GL_CLIP_VOLUME_CLIPPING_HINT_EXT, 1062 hint->ClipVolumeClipping); 1063 _mesa_Hint(GL_TEXTURE_COMPRESSION_HINT_ARB, 1064 hint->TextureCompression); 1065 } 1066 break; 1067 case GL_LIGHTING_BIT: 1068 { 1069 GLuint i; 1070 const struct gl_light_attrib *light; 1071 light = (const struct gl_light_attrib *) attr->data; 1072 /* lighting enable */ 1073 _mesa_set_enable(ctx, GL_LIGHTING, light->Enabled); 1074 /* per-light state */ 1075 if (_math_matrix_is_dirty(ctx->ModelviewMatrixStack.Top)) 1076 _math_matrix_analyse( ctx->ModelviewMatrixStack.Top ); 1077 1078 for (i = 0; i < ctx->Const.MaxLights; i++) { 1079 const struct gl_light *l = &light->Light[i]; 1080 _mesa_set_enable(ctx, GL_LIGHT0 + i, l->Enabled); 1081 _mesa_light(ctx, i, GL_AMBIENT, l->Ambient); 1082 _mesa_light(ctx, i, GL_DIFFUSE, l->Diffuse); 1083 _mesa_light(ctx, i, GL_SPECULAR, l->Specular ); 1084 _mesa_light(ctx, i, GL_POSITION, l->EyePosition); 1085 _mesa_light(ctx, i, GL_SPOT_DIRECTION, l->SpotDirection); 1086 { 1087 GLfloat p[4] = { 0 }; 1088 p[0] = l->SpotExponent; 1089 _mesa_light(ctx, i, GL_SPOT_EXPONENT, p); 1090 } 1091 { 1092 GLfloat p[4] = { 0 }; 1093 p[0] = l->SpotCutoff; 1094 _mesa_light(ctx, i, GL_SPOT_CUTOFF, p); 1095 } 1096 { 1097 GLfloat p[4] = { 0 }; 1098 p[0] = l->ConstantAttenuation; 1099 _mesa_light(ctx, i, GL_CONSTANT_ATTENUATION, p); 1100 } 1101 { 1102 GLfloat p[4] = { 0 }; 1103 p[0] = l->LinearAttenuation; 1104 _mesa_light(ctx, i, GL_LINEAR_ATTENUATION, p); 1105 } 1106 { 1107 GLfloat p[4] = { 0 }; 1108 p[0] = l->QuadraticAttenuation; 1109 _mesa_light(ctx, i, GL_QUADRATIC_ATTENUATION, p); 1110 } 1111 } 1112 /* light model */ 1113 _mesa_LightModelfv(GL_LIGHT_MODEL_AMBIENT, 1114 light->Model.Ambient); 1115 _mesa_LightModelf(GL_LIGHT_MODEL_LOCAL_VIEWER, 1116 (GLfloat) light->Model.LocalViewer); 1117 _mesa_LightModelf(GL_LIGHT_MODEL_TWO_SIDE, 1118 (GLfloat) light->Model.TwoSide); 1119 _mesa_LightModelf(GL_LIGHT_MODEL_COLOR_CONTROL, 1120 (GLfloat) light->Model.ColorControl); 1121 /* shade model */ 1122 _mesa_ShadeModel(light->ShadeModel); 1123 /* color material */ 1124 _mesa_ColorMaterial(light->ColorMaterialFace, 1125 light->ColorMaterialMode); 1126 _mesa_set_enable(ctx, GL_COLOR_MATERIAL, 1127 light->ColorMaterialEnabled); 1128 /* materials */ 1129 memcpy(&ctx->Light.Material, &light->Material, 1130 sizeof(struct gl_material)); 1131 } 1132 break; 1133 case GL_LINE_BIT: 1134 { 1135 const struct gl_line_attrib *line; 1136 line = (const struct gl_line_attrib *) attr->data; 1137 _mesa_set_enable(ctx, GL_LINE_SMOOTH, line->SmoothFlag); 1138 _mesa_set_enable(ctx, GL_LINE_STIPPLE, line->StippleFlag); 1139 _mesa_LineStipple(line->StippleFactor, line->StipplePattern); 1140 _mesa_LineWidth(line->Width); 1141 } 1142 break; 1143 case GL_LIST_BIT: 1144 memcpy( &ctx->List, attr->data, sizeof(struct gl_list_attrib) ); 1145 break; 1146 case GL_PIXEL_MODE_BIT: 1147 memcpy( &ctx->Pixel, attr->data, sizeof(struct gl_pixel_attrib) ); 1148 /* XXX what other pixel state needs to be set by function calls? */ 1149 _mesa_ReadBuffer(ctx->Pixel.ReadBuffer); 1150 ctx->NewState |= _NEW_PIXEL; 1151 break; 1152 case GL_POINT_BIT: 1153 { 1154 const struct gl_point_attrib *point; 1155 point = (const struct gl_point_attrib *) attr->data; 1156 _mesa_PointSize(point->Size); 1157 _mesa_set_enable(ctx, GL_POINT_SMOOTH, point->SmoothFlag); 1158 if (ctx->Extensions.EXT_point_parameters) { 1159 _mesa_PointParameterfv(GL_DISTANCE_ATTENUATION_EXT, 1160 point->Params); 1161 _mesa_PointParameterf(GL_POINT_SIZE_MIN_EXT, 1162 point->MinSize); 1163 _mesa_PointParameterf(GL_POINT_SIZE_MAX_EXT, 1164 point->MaxSize); 1165 _mesa_PointParameterf(GL_POINT_FADE_THRESHOLD_SIZE_EXT, 1166 point->Threshold); 1167 } 1168 if (ctx->Extensions.NV_point_sprite 1169 || ctx->Extensions.ARB_point_sprite) { 1170 GLuint u; 1171 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { 1172 _mesa_TexEnvi(GL_POINT_SPRITE_NV, GL_COORD_REPLACE_NV, 1173 (GLint) point->CoordReplace[u]); 1174 } 1175 _mesa_set_enable(ctx, GL_POINT_SPRITE_NV,point->PointSprite); 1176 if (ctx->Extensions.NV_point_sprite) 1177 _mesa_PointParameteri(GL_POINT_SPRITE_R_MODE_NV, 1178 ctx->Point.SpriteRMode); 1179 _mesa_PointParameterf(GL_POINT_SPRITE_COORD_ORIGIN, 1180 (GLfloat)ctx->Point.SpriteOrigin); 1181 } 1182 } 1183 break; 1184 case GL_POLYGON_BIT: 1185 { 1186 const struct gl_polygon_attrib *polygon; 1187 polygon = (const struct gl_polygon_attrib *) attr->data; 1188 _mesa_CullFace(polygon->CullFaceMode); 1189 _mesa_FrontFace(polygon->FrontFace); 1190 _mesa_PolygonMode(GL_FRONT, polygon->FrontMode); 1191 _mesa_PolygonMode(GL_BACK, polygon->BackMode); 1192 _mesa_PolygonOffset(polygon->OffsetFactor, 1193 polygon->OffsetUnits); 1194 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, polygon->SmoothFlag); 1195 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, polygon->StippleFlag); 1196 _mesa_set_enable(ctx, GL_CULL_FACE, polygon->CullFlag); 1197 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_POINT, 1198 polygon->OffsetPoint); 1199 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_LINE, 1200 polygon->OffsetLine); 1201 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, 1202 polygon->OffsetFill); 1203 } 1204 break; 1205 case GL_POLYGON_STIPPLE_BIT: 1206 memcpy( ctx->PolygonStipple, attr->data, 32*sizeof(GLuint) ); 1207 ctx->NewState |= _NEW_POLYGONSTIPPLE; 1208 if (ctx->Driver.PolygonStipple) 1209 ctx->Driver.PolygonStipple( ctx, (const GLubyte *) attr->data ); 1210 break; 1211 case GL_SCISSOR_BIT: 1212 { 1213 const struct gl_scissor_attrib *scissor; 1214 scissor = (const struct gl_scissor_attrib *) attr->data; 1215 _mesa_Scissor(scissor->X, scissor->Y, 1216 scissor->Width, scissor->Height); 1217 _mesa_set_enable(ctx, GL_SCISSOR_TEST, scissor->Enabled); 1218 } 1219 break; 1220 case GL_STENCIL_BUFFER_BIT: 1221 { 1222 const struct gl_stencil_attrib *stencil; 1223 stencil = (const struct gl_stencil_attrib *) attr->data; 1224 _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled); 1225 _mesa_ClearStencil(stencil->Clear); 1226 if (ctx->Extensions.EXT_stencil_two_side) { 1227 _mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT, 1228 stencil->TestTwoSide); 1229 _mesa_ActiveStencilFaceEXT(stencil->ActiveFace 1230 ? GL_BACK : GL_FRONT); 1231 } 1232 /* front state */ 1233 _mesa_StencilFuncSeparate(GL_FRONT, 1234 stencil->Function[0], 1235 stencil->Ref[0], 1236 stencil->ValueMask[0]); 1237 _mesa_StencilMaskSeparate(GL_FRONT, stencil->WriteMask[0]); 1238 _mesa_StencilOpSeparate(GL_FRONT, stencil->FailFunc[0], 1239 stencil->ZFailFunc[0], 1240 stencil->ZPassFunc[0]); 1241 /* back state */ 1242 _mesa_StencilFuncSeparate(GL_BACK, 1243 stencil->Function[1], 1244 stencil->Ref[1], 1245 stencil->ValueMask[1]); 1246 _mesa_StencilMaskSeparate(GL_BACK, stencil->WriteMask[1]); 1247 _mesa_StencilOpSeparate(GL_BACK, stencil->FailFunc[1], 1248 stencil->ZFailFunc[1], 1249 stencil->ZPassFunc[1]); 1250 } 1251 break; 1252 case GL_TRANSFORM_BIT: 1253 { 1254 GLuint i; 1255 const struct gl_transform_attrib *xform; 1256 xform = (const struct gl_transform_attrib *) attr->data; 1257 _mesa_MatrixMode(xform->MatrixMode); 1258 if (_math_matrix_is_dirty(ctx->ProjectionMatrixStack.Top)) 1259 _math_matrix_analyse( ctx->ProjectionMatrixStack.Top ); 1260 1261 /* restore clip planes */ 1262 for (i = 0; i < MAX_CLIP_PLANES; i++) { 1263 const GLuint mask = 1 << i; 1264 const GLfloat *eyePlane = xform->EyeUserPlane[i]; 1265 COPY_4V(ctx->Transform.EyeUserPlane[i], eyePlane); 1266 if (xform->ClipPlanesEnabled & mask) { 1267 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_TRUE); 1268 } 1269 else { 1270 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_FALSE); 1271 } 1272 if (ctx->Driver.ClipPlane) 1273 ctx->Driver.ClipPlane( ctx, GL_CLIP_PLANE0 + i, eyePlane ); 1274 } 1275 1276 /* normalize/rescale */ 1277 if (xform->Normalize != ctx->Transform.Normalize) 1278 _mesa_set_enable(ctx, GL_NORMALIZE,ctx->Transform.Normalize); 1279 if (xform->RescaleNormals != ctx->Transform.RescaleNormals) 1280 _mesa_set_enable(ctx, GL_RESCALE_NORMAL_EXT, 1281 ctx->Transform.RescaleNormals); 1282 if (xform->DepthClamp != ctx->Transform.DepthClamp) 1283 _mesa_set_enable(ctx, GL_DEPTH_CLAMP, 1284 ctx->Transform.DepthClamp); 1285 } 1286 break; 1287 case GL_TEXTURE_BIT: 1288 /* Take care of texture object reference counters */ 1289 { 1290 struct texture_state *texstate 1291 = (struct texture_state *) attr->data; 1292 pop_texture_group(ctx, texstate); 1293 ctx->NewState |= _NEW_TEXTURE; 1294 } 1295 break; 1296 case GL_VIEWPORT_BIT: 1297 { 1298 const struct gl_viewport_attrib *vp; 1299 vp = (const struct gl_viewport_attrib *) attr->data; 1300 _mesa_Viewport(vp->X, vp->Y, vp->Width, vp->Height); 1301 _mesa_DepthRange(vp->Near, vp->Far); 1302 } 1303 break; 1304 case GL_MULTISAMPLE_BIT_ARB: 1305 { 1306 const struct gl_multisample_attrib *ms; 1307 ms = (const struct gl_multisample_attrib *) attr->data; 1308 _mesa_SampleCoverageARB(ms->SampleCoverageValue, 1309 ms->SampleCoverageInvert); 1310 } 1311 break; 1312 1313 default: 1314 _mesa_problem( ctx, "Bad attrib flag in PopAttrib"); 1315 break; 1316 } 1317 1318 next = attr->next; 1319 FREE( attr->data ); 1320 FREE( attr ); 1321 attr = next; 1322 } 1323} 1324 1325 1326/** 1327 * Helper for incrementing/decrementing vertex buffer object reference 1328 * counts when pushing/popping the GL_CLIENT_VERTEX_ARRAY_BIT attribute group. 1329 */ 1330static void 1331adjust_buffer_object_ref_counts(struct gl_array_object *arrayObj, GLint step) 1332{ 1333 GLuint i; 1334 1335 arrayObj->Vertex.BufferObj->RefCount += step; 1336 arrayObj->Weight.BufferObj->RefCount += step; 1337 arrayObj->Normal.BufferObj->RefCount += step; 1338 arrayObj->Color.BufferObj->RefCount += step; 1339 arrayObj->SecondaryColor.BufferObj->RefCount += step; 1340 arrayObj->FogCoord.BufferObj->RefCount += step; 1341 arrayObj->Index.BufferObj->RefCount += step; 1342 arrayObj->EdgeFlag.BufferObj->RefCount += step; 1343 for (i = 0; i < Elements(arrayObj->TexCoord); i++) 1344 arrayObj->TexCoord[i].BufferObj->RefCount += step; 1345 for (i = 0; i < Elements(arrayObj->VertexAttrib); i++) 1346 arrayObj->VertexAttrib[i].BufferObj->RefCount += step; 1347} 1348 1349 1350/** 1351 * Copy gl_pixelstore_attrib from src to dst, updating buffer 1352 * object refcounts. 1353 */ 1354static void 1355copy_pixelstore(GLcontext *ctx, 1356 struct gl_pixelstore_attrib *dst, 1357 const struct gl_pixelstore_attrib *src) 1358{ 1359 dst->Alignment = src->Alignment; 1360 dst->RowLength = src->RowLength; 1361 dst->SkipPixels = src->SkipPixels; 1362 dst->SkipRows = src->SkipRows; 1363 dst->ImageHeight = src->ImageHeight; 1364 dst->SkipImages = src->SkipImages; 1365 dst->SwapBytes = src->SwapBytes; 1366 dst->LsbFirst = src->LsbFirst; 1367 dst->ClientStorage = src->ClientStorage; 1368 dst->Invert = src->Invert; 1369 _mesa_reference_buffer_object(ctx, &dst->BufferObj, src->BufferObj); 1370} 1371 1372 1373#define GL_CLIENT_PACK_BIT (1<<20) 1374#define GL_CLIENT_UNPACK_BIT (1<<21) 1375 1376 1377void GLAPIENTRY 1378_mesa_PushClientAttrib(GLbitfield mask) 1379{ 1380 struct gl_attrib_node *head; 1381 1382 GET_CURRENT_CONTEXT(ctx); 1383 ASSERT_OUTSIDE_BEGIN_END(ctx); 1384 1385 if (ctx->ClientAttribStackDepth >= MAX_CLIENT_ATTRIB_STACK_DEPTH) { 1386 _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushClientAttrib" ); 1387 return; 1388 } 1389 1390 /* Build linked list of attribute nodes which save all attribute 1391 * groups specified by the mask. 1392 */ 1393 head = NULL; 1394 1395 if (mask & GL_CLIENT_PIXEL_STORE_BIT) { 1396 struct gl_pixelstore_attrib *attr; 1397 /* packing attribs */ 1398 attr = CALLOC_STRUCT( gl_pixelstore_attrib ); 1399 copy_pixelstore(ctx, attr, &ctx->Pack); 1400 save_attrib_data(&head, GL_CLIENT_PACK_BIT, attr); 1401 /* unpacking attribs */ 1402 attr = CALLOC_STRUCT( gl_pixelstore_attrib ); 1403 copy_pixelstore(ctx, attr, &ctx->Unpack); 1404 save_attrib_data(&head, GL_CLIENT_UNPACK_BIT, attr); 1405 } 1406 1407 if (mask & GL_CLIENT_VERTEX_ARRAY_BIT) { 1408 struct gl_array_attrib *attr; 1409 struct gl_array_object *obj; 1410 1411 attr = MALLOC_STRUCT( gl_array_attrib ); 1412 obj = MALLOC_STRUCT( gl_array_object ); 1413 1414#if FEATURE_ARB_vertex_buffer_object 1415 /* increment ref counts since we're copying pointers to these objects */ 1416 ctx->Array.ArrayBufferObj->RefCount++; 1417 ctx->Array.ElementArrayBufferObj->RefCount++; 1418#endif 1419 1420 memcpy( attr, &ctx->Array, sizeof(struct gl_array_attrib) ); 1421 memcpy( obj, ctx->Array.ArrayObj, sizeof(struct gl_array_object) ); 1422 1423 attr->ArrayObj = obj; 1424 1425 save_attrib_data(&head, GL_CLIENT_VERTEX_ARRAY_BIT, attr); 1426 1427 /* bump reference counts on buffer objects */ 1428 adjust_buffer_object_ref_counts(ctx->Array.ArrayObj, 1); 1429 } 1430 1431 ctx->ClientAttribStack[ctx->ClientAttribStackDepth] = head; 1432 ctx->ClientAttribStackDepth++; 1433} 1434 1435 1436 1437 1438void GLAPIENTRY 1439_mesa_PopClientAttrib(void) 1440{ 1441 struct gl_attrib_node *node, *next; 1442 1443 GET_CURRENT_CONTEXT(ctx); 1444 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); 1445 1446 if (ctx->ClientAttribStackDepth == 0) { 1447 _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopClientAttrib" ); 1448 return; 1449 } 1450 1451 ctx->ClientAttribStackDepth--; 1452 node = ctx->ClientAttribStack[ctx->ClientAttribStackDepth]; 1453 1454 while (node) { 1455 switch (node->kind) { 1456 case GL_CLIENT_PACK_BIT: 1457 { 1458 struct gl_pixelstore_attrib *store = 1459 (struct gl_pixelstore_attrib *) node->data; 1460 copy_pixelstore(ctx, &ctx->Pack, store); 1461 _mesa_reference_buffer_object(ctx, &store->BufferObj, NULL); 1462 } 1463 ctx->NewState |= _NEW_PACKUNPACK; 1464 break; 1465 case GL_CLIENT_UNPACK_BIT: 1466 { 1467 struct gl_pixelstore_attrib *store = 1468 (struct gl_pixelstore_attrib *) node->data; 1469 copy_pixelstore(ctx, &ctx->Unpack, store); 1470 _mesa_reference_buffer_object(ctx, &store->BufferObj, NULL); 1471 } 1472 ctx->NewState |= _NEW_PACKUNPACK; 1473 break; 1474 case GL_CLIENT_VERTEX_ARRAY_BIT: { 1475 struct gl_array_attrib * data = 1476 (struct gl_array_attrib *) node->data; 1477 1478 adjust_buffer_object_ref_counts(ctx->Array.ArrayObj, -1); 1479 1480 ctx->Array.ActiveTexture = data->ActiveTexture; 1481 if (data->LockCount != 0) 1482 _mesa_LockArraysEXT(data->LockFirst, data->LockCount); 1483 else if (ctx->Array.LockCount) 1484 _mesa_UnlockArraysEXT(); 1485 1486 _mesa_BindVertexArrayAPPLE( data->ArrayObj->Name ); 1487 1488#if FEATURE_ARB_vertex_buffer_object 1489 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, 1490 data->ArrayBufferObj->Name); 1491 _mesa_BindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 1492 data->ElementArrayBufferObj->Name); 1493#endif 1494 1495 memcpy( ctx->Array.ArrayObj, data->ArrayObj, 1496 sizeof( struct gl_array_object ) ); 1497 1498 FREE( data->ArrayObj ); 1499 1500 /* FIXME: Should some bits in ctx->Array->NewState also be set 1501 * FIXME: here? It seems like it should be set to inclusive-or 1502 * FIXME: of the old ArrayObj->_Enabled and the new _Enabled. 1503 */ 1504 1505 ctx->NewState |= _NEW_ARRAY; 1506 break; 1507 } 1508 default: 1509 _mesa_problem( ctx, "Bad attrib flag in PopClientAttrib"); 1510 break; 1511 } 1512 1513 next = node->next; 1514 FREE( node->data ); 1515 FREE( node ); 1516 node = next; 1517 } 1518} 1519 1520 1521void 1522_mesa_init_attrib_dispatch(struct _glapi_table *disp) 1523{ 1524 SET_PopAttrib(disp, _mesa_PopAttrib); 1525 SET_PushAttrib(disp, _mesa_PushAttrib); 1526 SET_PopClientAttrib(disp, _mesa_PopClientAttrib); 1527 SET_PushClientAttrib(disp, _mesa_PushClientAttrib); 1528} 1529 1530 1531#endif /* FEATURE_attrib_stack */ 1532 1533 1534/** 1535 * Free any attribute state data that might be attached to the context. 1536 */ 1537void 1538_mesa_free_attrib_data(GLcontext *ctx) 1539{ 1540 while (ctx->AttribStackDepth > 0) { 1541 struct gl_attrib_node *attr, *next; 1542 1543 ctx->AttribStackDepth--; 1544 attr = ctx->AttribStack[ctx->AttribStackDepth]; 1545 1546 while (attr) { 1547 if (attr->kind == GL_TEXTURE_BIT) { 1548 struct texture_state *texstate = (struct texture_state*)attr->data; 1549 GLuint u, tgt; 1550 /* clear references to the saved texture objects */ 1551 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { 1552 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) { 1553 _mesa_reference_texobj(&texstate->SavedTexRef[u][tgt], NULL); 1554 } 1555 } 1556 } 1557 else { 1558 /* any other chunks of state that requires special handling? */ 1559 } 1560 1561 next = attr->next; 1562 free(attr->data); 1563 free(attr); 1564 attr = next; 1565 } 1566 } 1567} 1568 1569 1570void _mesa_init_attrib( GLcontext *ctx ) 1571{ 1572 /* Renderer and client attribute stacks */ 1573 ctx->AttribStackDepth = 0; 1574 ctx->ClientAttribStackDepth = 0; 1575} 1576